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29-Year-Old Navy Captain Turned Board Game Designer (Topic Discussion)

14. April 2026 um 12:43

Hello everyone! I'm Eugene, founder of Genie Games and creator of Rats to Riches, Peranakan: Tiles and Tactics, and Singapore Showdown. This is my first time ever writing a guest blog, and I'm incredibly honoured to be given this opportunity by Oliver to share my story with you. As the title states, I'm 29 years old as of writing this. Nine months ago, I quit my job as a Singaporean Navy Officer, to start my own company to design and publish board games full-time. How did I end up here? Well, the answer to that goes back 20 years ago.

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Killing Me Softly – a look at player elimination (Topic Discussion)

10. März 2026 um 12:43

The last time I played 1860: Railways on the Isle of Wight, I found myself in the lead from fairly early on. As the game progressed, that lead only kept growing. Each round, the gap widened until it was clear that nobody had a realistic way to catch up with me. The game carried on, turns were taken, but the excitement and tension had gone. The game had become a fight for second place. I call this soft elimination, and it is especially common in longer games, when you are technically still playing, but no longer really competing. In this article, I want to talk about this a bit more.

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ChatGPT as a board game designer? (Topic Discussion)

03. März 2026 um 12:43

Ryan Dancey was, until last Wednesday, the Chief Operating Officer at Alderac Entertainment Group (AEG). On LinkedIn, the self-help site for managers who want to tell each other how great they are and how little their subordinates/customers appreciate them, Dancey published a post (link to a photo of the post, because I do not link to LinkedIn) in which he explained that he is firmly convinced that AI (or rather the LLMs that are usually labelled as AIs) will, in just a few years, be as useful as any employee.

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No Man’s Land – historical board games’ position between entertainment and education (Topic Discussion)

24. Februar 2026 um 12:43

Historical board games occupy an awkward space in our hobby. They are usually not designed to teach history in any formal sense, and they are also not entertaining in the sense of being fun. These games stop short of education, offering no syllabus, no claims of being a detailed treatise of their setting, and no obligation to explain themselves. The subject matter historical board games draw on, war, exploitation, inequality, famine, and systemic violence, doesn't suit the lightness or escapism people often expect when playing board games as a leisure activity. The result is a form of play that somehow feels serious but incomplete. In this article, I want to explore this in more detail.

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Finding the Finish Line – fixed rounds vs end game triggers (Topic Discussion)

17. Februar 2026 um 12:43

Finding the time to play board games can be difficult. Working out which games to play in the time you've got together is often even harder. Mostly, that's down to what games players are in the mood for. Sometimes they want a very deep, thinky game that requires a lot of attention. At other times, a lighter game might be preferred. Setting can also play a role. Yet, what is often the ultimate decider is game length. Knowing when a game will end is helpful in that respect. So in this article, I want to talk about games with fixed rounds and compare them to games with endgame triggers, but no other hard limit.

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Anti-Good – there is no such thing as a good game (Topic Discussion)

10. Februar 2026 um 12:43

Let me be clear from the start: there is no such thing as a "good game". I know, it sounds controversial. After all, at the end of every year and often many times during the year, lots of people publish lists of the best games and regale you with how "good" these games are. If you're seen as the board game expert in your family circle or friendship group, you will be asked what "good game" they should buy or play next. Yet, "good" by itself is pretty meaningless - but let me explain.

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Historical Humanity – the human element in modern historical board games (Topic Discussion)

03. Februar 2026 um 12:43

I have long been fascinated by historical board games. I was never very good at history in school, but whenever I play a board game with a historical setting, I feel I learn something. Often, I feel compelled to find out more about the events that took place back then. No class in school ever evoked that curiosity in me. These days, I look at historical board games from an additional angle: the human element. While war games rarely identify individuals and often work on a larger scale, there is a new breed of historical games that bring players closer to the human experience. In this article, I want to explore these games further,

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Socially Afflicted – how people affect gameplay experience (Topic Discussion)

30. Dezember 2025 um 12:43

As I was listening to an episode of the Ludology podcast recently, one focused on games and health, I started to think about how much the people we play with influence our gameplay experience. Selecting board games based on the audience is much more important than we may like to believe. Get it wrong, and you have one player rebelling and playing opposite to expectations, another disengaging completely, and the overall mood shifting from playful enjoyment to uncomfortable tension. In this article, I want to discuss how a mismatch can impact the enjoyment of the whole group, alter the tone of reviews, and even affect playtest outcomes.

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Regular Games – benefits of playing the same game with the same people (Topic Discussion)

23. Dezember 2025 um 12:43

As my board game collection grows, the chances of the same game being played regularly decrease. As a reviewer, that's fine, because I'm here to play new games and critically evaluate them. However, it's also sad that more and more of my games just sit there on the shelves unplayed, while the latest, shiny game barely lands before it makes it to the table. For many of us, playing board games isn't just about the games themselves, but the experiences we create with them and the people we share them with. So in this article, I want to look at the benefits of playing a small handful of games regularly, instead of briefly sampling many games once or twice, considering the psychological, social, and financial aspects that shape our hobby.

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Mini Magic – the human side of miniatures games (Topic Discussion)

16. Dezember 2025 um 12:43

As an independent games designer and producer, a lot of my time involves visiting conventions to meet gamers and, ideally, sell my games to them. When I do so, it’s always a surprise how little crossover there is between people who play board games, roleplaying games and miniatures games, which is a pity since I think all of them have something special to offer. So I’d like to take this chance to explain exactly what I think is so special about miniatures games for anyone who doesn’t necessarily play, or even consider them.

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Losing Balance – the role of balance in board games (Topic Discussion)

02. Dezember 2025 um 12:43

Balance in board games is one of those much-talked-about topics that keeps cropping up. Some people want games to be perfectly balanced, so that players' only advantage comes from their skill and hours of practice and graft. Others relish highly unbalanced games, where it's nigh-impossible to win, but when you do win, it feels amazing. Yet, balance in board games is much more complex and subtle than that. In this article, I want to look at the role that balance plays in board game design.

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Games as Lingua Franca – how board games can overcome language barriers (Topic Discussion)

25. November 2025 um 12:43

Board games are often seen as a way to bring people together. They're a social activity, even for solo gamers. When we sit down to play, we fall into familiar rhythms of turns, actions and mechanisms. We don't even need to share the same language. Playing board games is a time when gestures, shared goals, and the actions within the magic circle of the game itself act as a way for us to communicate. Board games themselves are like a shared language, where friendly rivalry, cooperative play and everything else sometimes conveys more than words ever can.

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